Unreal Engine Editor crash on startup after migrating content from "Particles Demo"

SOLVED!!: copy your source, content, config file to a new project and it will work again!

As mentioned above my editor crashes upon startup after migrating a particle system from the particles demo.
It crashes at 85%-91% giving me an error log as follows:

MachineId:79882DF745AFBFCA4B8B9180165B1B0A
EpicAccountId:c017908568dc41d1bb0262cd7b2961bc

Unknown exception - code 00000001
(first/second chance not available)

"Assertion failed: InPos<=Bytes.Num()
[File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Serialization\Archive.h]
[Line: 171] "

KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_AssetRegistry!FMemoryReader::Seek()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\serialization\archive.h:172]
UE4Editor_AssetRegistry!FNameTableArchiveReader::SerializeNameMap()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\assetregistry\private\nametablearchive.cpp:45]
UE4Editor_AssetRegistry!FNameTableArchiveReader::LoadFile()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\assetregistry\private\nametablearchive.cpp:26]
UE4Editor_AssetRegistry!FAssetDataGatherer::Run()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:79]
UE4Editor_Core!FRunnableThreadWin::Run()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor_Core!FRunnableThreadWin::GuardedRun() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
kernel32 ntdll

Edit: after verifying, problem still occurs and only on this project

Hey DeVeX,

Would you mind providing me with some reproducible steps so I can get this crash to occur on my end?

Which particle system were you attempting to migrate, and can you reproduce this in a new blank project?

Thank you,